Warmonger seeking help

JunglistGuy said:
The civics I usually take are Universal Suffrage (cottage spam plus extra hammer I find is nice...usually get pyramid wonder to unlock this right away or I take Hereditary until then
Seems as no-one has picked this out yet.
Universal Suffrage only affects fully matured towns, and not the earlier levels of cottage improvements.
Until you have matured towns universal suffrage provides nothing other than an extremely wasteful form of rushing production. Building the pyramids to run this civic actively hurts you by preventing you from using the much more useful (during the early game) Representation and Hereditary Rule civics while also throwing away enough hammers to build 5 settlers for no benefit whatsoever!
I usually have at least one on an intercept mission when other civs start getting bombers, so I think I am fine there. Is the Civilopedia Civs version of a manual?

Ok, so AT inf is useless to me at these levels.

Having a super medic helps eh? I usually only have one unit with one medic upgrade per stack. Heroic Epic is a great/national wonder? I need to improve on building those...I really really suck at getting wonders built in time. I'll keep GG use in mind in my next game for sure.

I've read stealth destroyer is the best naval unit, is this true? And are attack subs better than regular subs? I've also read carriers are virtually useless unless going for naval supremacy, thoughts?

Thanks again
AT infantry do have a niche use in being the earliest unit that can get a decent aircraft intercept rate making them a counter to annoying airships, but they generally aren't particularly useful, especially at this level.

Units, naval in particular have roles, deciding on a definitive best would be difficult though the only ones that can actually really bring a nation down are galleys, galleons, transports, sub marines and missile cruisers.

The stealth destroyer is the most advanced naval unit available.
However, with its extreme tech requirements, high cost, unimpressive strength and lack of useful support abilities (seeing subs/collateral damage/cargo/bombard they are one of the least useful naval units in my eyes, I never even consider using them in single player. I haven't played MP much, but despite some potential uses for attacking undefended transports/carriers, blockading and pillaging I don't see them being used much there either.

Attack subs and normal subs have different roles and really shouldn't be compared on a like to like basis.

Attack subs have a similar role to stealth destroyers, that is opportunistically attacking surface ships but as they can also see other submarines and have a large bonus against regular subs, which are one of the most threatening units in the ocean, they do have a more important role. They also have the ability to carry a spy/great person, not something I use but some people may find it useful. The downsides are that it does require quite a lot of tech (much less than stealth destroyers though!), has strict resource requirements, can be seen by destroyers and are, like the stealth destroyer very specialised.

Regular subs however are another story, their most important role is carrying tactical nukes. At the level you currently play you probably won't find them to be much use, tactical nukes are absurdly cost effective stack killers that are awesome for crushing much larger and stronger civs at the highest difficulties.

Fighters on board carriers can strike cities, units and improvements inland and perform recon. Carriers themselves allow for an unlimited number of fighters to be based in a single tile and the instant transport of fighters to and from any city or carrier you own. As a result they can not only recon and attack large areas of land and sea, but used en masse they can overwhelm pretty much any land based air defence locally. Used well they are pretty potent.


As for 'best' naval unit, naval warfare is mostly about getting troops to enemy cities or stopping them getting to yours, so the most significant unit is probably the galleon (or better yet the Dutch UU version!) which opens up seriously the prospect of invading other continents. Nod goes to its bigger brother the transport too.
 
pigswill - is that so? usually I only have to fight 1-2 civs, 3 at the most in modern era units. the rest aren't that teched up. It is like a hill to victory usually.

I usually take out 2 civs in the early eras cause I am always going for military tech and then catching up with the economic tech, like you say, keeping cities and what not.

Ghpstage - thank you kindly for pointing that out about the civics. Half my problem is I get so baked when I play this game and don't always read everything in the pop up windows when you hover over lol! Thx big time buddy

I noticed the AIs one measely AT unit intercepted an airship in one game. I still don't think ATs are useful to me.

Alright, I usually run a good mix of destroyers, battleships and 1-3 carriers and I end up owning the oceans. I noticed it said the stealth destroyer is invisible to most units, anyone know which ones?

Thx a lot about the subs man, I have not yet played with tactical nukes as I have not played much BTS yet and have not played a game that far....

A carrier can hold an unlimited number of fighters?!?!?! WHAAAAT. I thought it was only 3?!?!?! No f-in way man. Thx big time buddy. I use carriers in the exact fashion you speak of so that's good to know :goodjob:

Yes, usually when I do amphibious invasions I have naval superiority fairly well established(nothing worse then losing a stack in the god damn ocean) and have a line of ships creating a corridor to the other continent.

Thx again all
 
The civics I usually take are Universal Suffrage (cottage spam plus extra hammer I find is nice...usually get pyramid wonder to unlock this right away or I take Hereditary until then), Nationhood(usually take no civic until this due to high upkeep), Slavery(never changes), Free Markets(usually don't take a diff civic until I can get this) and Organized Religion(which usually never changes since I mostly end up founding Christianity or spread my nations religion I adopt)
Ghpstage already pointed out why US is a waste, but you should rethink many others as well. In a teching game Bureaucracy is the best legal civic by far. Cottage your capital and get academy+bureaucracy, then that city alone can easily outtech warlord AI.

Slavery is good, but sometimes you should consider Caste System as well, especially if you are teching far into the modern era. Use caste+pacifism to quickly generate great people and bulb your way through the tech tree.

Organized Religion is very questionable in a conquest game. The only buildings you need are granaries and maybe forges and barracks. Then you need a lot of units. I'm guessing one of your main problems is that you build a lot of unnecessary buildings. Like pigswill said, conquest games should be won long before the modern era. The way to do this is to focus on the goal (= killing AI) instead of setting up your empire to eventually sometime in the future do that. Tech HBR and archery while expanding to 3-4 cities with a granary in each, possibly barracks in some. Then build nothing but Horse Archers, using 2 pop whips as frequently as you can and chopping all the lands bare, then the game is won. On warlord difficulty I wouldn't even wait for HBR. Just send out chariots immediately to take out the first few AI before they get archery.
 
I noticed the AIs one measely AT unit intercepted an airship in one game. I still don't think ATs are useful to me.

Alright, I usually run a good mix of destroyers, battleships and 1-3 carriers and I end up owning the oceans. I noticed it said the stealth destroyer is invisible to most units, anyone know which ones?

A carrier can hold an unlimited number of fighters?!?!?! WHAAAAT. I thought it was only 3?!?!?! No f-in way man. Thx big time buddy. I use carriers in the exact fashion you speak of so that's good to know :goodjob:

Yes, usually when I do amphibious invasions I have naval superiority fairly well established(nothing worse then losing a stack in the god damn ocean) and have a line of ships creating a corridor to the other continent.
AT's start with a low interception rate, but can get the intercept promotions allowing them to have a 50% intercept rate quite easily. Still not going to be hugely important, but it is something to think about if you find airships being a significant annoyance.

Stealth destroyers can only be seen by other stealth destroyers as far as I know.

What I said about carriers may have been unclear. While a carrier can only hold 3 fighters, a single tile can hold an unlimited number of carriers, allowing for awesome numbers of fighters in a small area.
Land tiles on the other hand are much more limited, a city can hold, at most, 8 air units and cities require a few tiles space. With 1-3 carriers you won't have an overwhelming local air defenses unless the enemies air force is effectively non existent, but when you have 10-15+ its another story.
 
Elitetroops - I will look into Caste and Bureaucracy, I think Pacifism is too expensive to me due to the upkeep per unit...I normally take Organized just for the building bonus...I do build a lot of unneeded buildings lol. I have never won a conquest game before the modern era, so I will try the chariot/horse archer and see what happens...

Ghpstage - I'll keep that in mind about airships and ATs, that's pretty cool about stealth destroyers should I ever get to that point....And I see lol, I totally misunderstood that, I was like saaaay what lol. That makes sense...I've never made a stack of carriers like that before. Sounds pretty radical

How much should I be using espionage and spies?
 
Pacifism has no civic upkeep, so it usually ends up cheaper, especially compare to organized religion.
 
Having a super medic helps eh?

Supermedics are very important to bring your troops back up to full strength after an attack letting you attack the next city sooner. One of the best new things in BtS
Unit Healing by PieceOfMind is the go-to guide
I usually only have one unit with one medic upgrade per stack.

You only need one, one good one!
Heroic Epic is a great/national wonder? I need to improve on building those...I really really suck at getting wonders built in time. I'll keep GG use in mind in my next game for sure.

Heroic epic is the most important National Wonder for a warlord +50% hammers when building Military units is vast, as it is a National Wonder you cant fail to build it it is not a race like a World Wonder
I've read stealth destroyer is the best naval unit, is this true? And are attack subs better than regular subs? I've also read carriers are virtually useless unless going for naval supremacy, thoughts?

There is a great tutorial on modern warfare that has a good precis on Naval warfare
Warmonger's Guide to Industrial Modern Era World War of Conquest in the tutorials section
Interception by God-Emperor covers Arial combat
Ghpstage - thank you kindly for pointing that out about the civics. Half my problem is I get so baked when I play this game and don't always read everything in the pop up windows when you hover over lol! Thx big time buddy

Alright, I usually run a good mix of destroyers, battleships and 1-3 carriers and I end up owning the oceans. I noticed it said the stealth destroyer is invisible to most units, anyone know which ones?

Thx a lot about the subs man, I have not yet played with tactical nukes as I have not played much BTS yet and have not played a game that far....

A carrier can hold an unlimited number of fighters?!?!?! WHAAAAT. I thought it was only 3?!?!?! No f-in way man. Thx big time buddy. I use carriers in the exact fashion you speak of so that's good to know :goodjob:

Remember not to get nuked with all your fleet in one square!

Yes, usually when I do amphibious invasions I have naval superiority fairly well established(nothing worse then losing a stack in the god damn ocean) and have a line of ships creating a corridor to the other continent.

Thx again all

Pacifism has no civic upkeep, so it usually ends up cheaper, especially compare to organized religion.

This is even more true as you go up in difficulty and civic costs increase.

Can I recommend you print out some of the guides you find most worthy so you can refresh your memory occasionally as you play. The illustrated guide to city placement is a good reference to have handy. Remember to [alt] mouseover enemy units before you attack to get the odds.
 
Supermedics are very important to bring your troops back up to full strength after an attack letting you attack the next city sooner. One of the best new things in BtS
Unit Healing by PieceOfMind is the go-to guide

This guide doesn't say much about supermedics though.

I just had to read up on this because I thought I had been doing supermedics wrong and apparently I have been. I'd build a chariot or HA using a barracks and stable and promote it to Combat I, Medic III and, March.

March is useless for a medic, since it doesn't help the medic heal other units, only itself. Woodsman III + Medic III is apparently what you need. And do it on a scout because scouts won't get picked to defend your stack. And because it's easy to get Woodsman II early in the game before you attach a GG to it.

But I'm still unclear on the best promotions to use after that, and how that might change if you are Charismatic and/or Aggressive. Is there a supermedic guide out there that covers other possibilities?
 
Super medic is really just medic III. Since you won't use this unit for attacking much, there's not that many more promotions to gain. Especially not if you use a scout.

Personally, I like to use some 2 movement unit for medic and morale is the next promotion, if I get one. This way the medic can move very fast between stacks that need healing. Getting the medic in place for healing one turn earlier is worth more than Woody III. Though if you can get to woody III, this is of course also great.
 
Woodsman 3 is nice in theory, but it takes so long to get to that point because of experience requirements. With medic 3 you almost never need more than 2 turns to heal in enemy territory, so it's not a real priority.

It's really whatever you want tbh. If my medic has one movement and my stack is mostly 2 movement, I usually take morale. If not, I like going for the double experience promotion because it helps get your next great general a little faster. Even with this promotion I have never got woods 3, partly because you never really attack with your medic. The super withdrawal is nice because it helps prevent those hax losses when you're attacking at 99%.
 
As I posted a while back you should win the game long before the modern age.

Warlords difficulty, huge continents, epic speed, 11 AI. 1445 conquest victory. Cleared home continent with HAs. Vassalised other continent with cannon/grens vs junk (most 'modern' opponents were maces and pikes).
 

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